Interrupt Temporary Station inserted AFTER the problematic station
Interrupt Temporary Station inserted AFTER the problematic station
I have 2 stops ("Pickup" and "DropOff") hardcoded in my train's schedule as we have in the past.
I add a "Refuel" interrupt, and it works great. Exist the pickup station, needs gas, gets gas, heads to Dropoff station.
I then add a "WAIT" interrupt for that's triggered when pickup or dropoff is full, disabled, train limit = 0, etc.
Train picks up, sees dropoff is full, interrupt fires and adds a temp trainstop AFTER dropoff. It then waits for whatever condition was set (I'm not sure what it should be since there is no "The station next in line is now available" because it's already Past where it should be)...I just added an Idle 5 seconds.
The train exists the temp wait station, and heads to Pickup...with all the cargo because it skipped dropping it off because the station was unavailable.
I think this is a bug, because one of the points of the changes to "no path" and stuff like that was so we didn't skip stations...which this bug causes.
Ideally, and logically, If my the next station in my schedule is busy, I head to the waiting station, wait until condition "The next station that was unavailable and caused you to wait now has space for you" is met, and the train moves to that station.
If it's not a bug, please explain how I'm supposed to implement this kind of thing with interrupts and not use All interrupts with the wildcards (I can make that method work, but it's really not intuitive)
I add a "Refuel" interrupt, and it works great. Exist the pickup station, needs gas, gets gas, heads to Dropoff station.
I then add a "WAIT" interrupt for that's triggered when pickup or dropoff is full, disabled, train limit = 0, etc.
Train picks up, sees dropoff is full, interrupt fires and adds a temp trainstop AFTER dropoff. It then waits for whatever condition was set (I'm not sure what it should be since there is no "The station next in line is now available" because it's already Past where it should be)...I just added an Idle 5 seconds.
The train exists the temp wait station, and heads to Pickup...with all the cargo because it skipped dropping it off because the station was unavailable.
I think this is a bug, because one of the points of the changes to "no path" and stuff like that was so we didn't skip stations...which this bug causes.
Ideally, and logically, If my the next station in my schedule is busy, I head to the waiting station, wait until condition "The next station that was unavailable and caused you to wait now has space for you" is met, and the train moves to that station.
If it's not a bug, please explain how I'm supposed to implement this kind of thing with interrupts and not use All interrupts with the wildcards (I can make that method work, but it's really not intuitive)
Re: Interrupt Temporary Station inserted AFTER the problematic station
video example (close to the one described) https://www.reddit.com/r/factorio/comme ... nterrupts/
Re: Interrupt Temporary Station inserted AFTER the problematic station
Post the save file, see 3638.
Re: Interrupt Temporary Station inserted AFTER the problematic station
Link to a blueprint example https://factoriobin.com/post/gka94n
Devs will see any trains getting interrupted skip the station all together
Re: Interrupt Temporary Station inserted AFTER the problematic station
Thank you for reporting this. I'm seeing the same issue as some of my trains are ending up in a never-ending loop. I thought I was going crazy.
Re: Interrupt Temporary Station inserted AFTER the problematic station
[2.0.12] Same problem here, would love to see a fix.
As I've already said: Would love to see a fix. ( And thanks for a great game.)
Edit: well, now it also happend with other conditions. I'm confused.
In the save file look at the Train "[Iron Ore] OUT -> [Iron Ore] IN" with the Interrupt Station "WAITING". It's just going in loops and always skipping the station "[Iron Ore] IN". For me this issue only happens when the Interrupt has the condition of "Destination full or no path" (I hope I correctly translated that).
As I've already said: Would love to see a fix. ( And thanks for a great game.)
Edit: well, now it also happend with other conditions. I'm confused.
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Last edited by Xamrica on Wed Oct 30, 2024 9:56 pm, edited 2 times in total.
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Re: Interrupt Temporary Station inserted AFTER the problematic station
I ran in the same (or very similar) issue. I have a train transporting iron from pickup to drop station with an interrupt to go to a refueling station. When iron ran low, I found it sitting refueled in the refueling station as ordered by the interrupt, seemingly waiting for something, but nothing I could figure out and a temporary order to the refueling station has been inserted into the list (not by me - it drove around unattended for literally hours). See the attached save.
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- planetmaker
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Re: Interrupt Temporary Station inserted AFTER the problematic station
This seems to happen increasingly often in this savegame.
Though it might at times be two different issues:
- the temporary order is not removed and the train keeps waiting (maybe only after a load from savegame?)
- the inserter into the engine does not work. In the latest instance it helped to simply grab coal from the belt and the inserter successfully grabbed coal and the train happily left
Given that it's two different issues, I will create a separate report with a separate save for each:
viewtopic.php?f=7&t=119687
viewtopic.php?f=7&t=119689
Though it might at times be two different issues:
- the temporary order is not removed and the train keeps waiting (maybe only after a load from savegame?)
- the inserter into the engine does not work. In the latest instance it helped to simply grab coal from the belt and the inserter successfully grabbed coal and the train happily left
Given that it's two different issues, I will create a separate report with a separate save for each:
viewtopic.php?f=7&t=119687
viewtopic.php?f=7&t=119689
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- SpaceAgeOne-2.zip
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- SpaceAgeOne-3.zip
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Re: Interrupt Temporary Station inserted AFTER the problematic station
This is still a problem, and will be especially hard for new players to get past, so the Devs should do something about it.
But, If you change your train system mentality from a "Point A to Point B" perspective to a "Point A is Home, everything else is an interrupt", it solves all your problems and extremely simplifies the rail system. The down side is if you already had 100+ trains setup and have to go through each of them to rewire their schedules...like I did
But, If you change your train system mentality from a "Point A to Point B" perspective to a "Point A is Home, everything else is an interrupt", it solves all your problems and extremely simplifies the rail system. The down side is if you already had 100+ trains setup and have to go through each of them to rewire their schedules...like I did
Re: Interrupt Temporary Station inserted AFTER the problematic station
Possibly related: 119551
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: Interrupt Temporary Station inserted AFTER the problematic station
Given this bug report does not mention game versions i will assume it is 2.0.15 and as such mark this as duplicate of 115988.